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Everything posted by Pomi Git
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Well obviously its not meant to be a bandana but it must serve some purpose for them to have the model. I know there are a number of class names for special forces helmets which are currently just using the standard helmet model.
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yeah true, I realized that after posting. Still I think it looks better without all the extra stuff on it
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Anyone else notice the new spec ops helmet? Its not textured properly and has been incorrectly configured as a bandana but looks pretty cool
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Bush's "Strange New Worlds"
Pomi Git replied to bushlurker's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is exactly what I thought of too. Super impressive work on both these maps. -
PG Services - Private Military Company
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cheers mate, much appreciated. Am looking forward to seeing that MP9 being released. Its looking ace :) -
Have a look at this tutorial http://forum.armedassault.info/index.php?showtopic=1144&st=0&gopid=26398entry26398
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New to modelling Inroduction/tutorial?
Pomi Git replied to vani's topic in ARMA 3 - MODELLING - (O2)
Im in a similar boat but you just need to do lots and lots of research. There's plenty of info and tutorials both in this forum and on other sites. Downloading the sample models from arma is also useful to see how they are set up. Its a steep learning curve but I've so far found answers to most of my own questions through research. I havent tried vehicles yet. I've started simple with headgear, but I think there's an old operation flashpoint tutorial on vehicles which people seem to point to which is still relevant. -
PG Services - Private Military Company
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I havent even looked at this yet. Ive been distracted teaching myself 3d modelling :) Surpher's the man with this kind of thing. If he doesn't respond here maybe ask in the config and scripts section -
I see that in the latest build there are now 3 classes for nvgoggles. I guess that removes the whole "using the nvgoggles slot will break the game" argument
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Issues with config for ammo crate with custom gear
Pomi Git posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I've been trying to add an ammo crate as part of my PMC mod containing uniforms, vests and headgear but I'm getting strange results. I'm using exactly the same config setup as BI have done for their default ammo crates. The crate shows up in the editor and I can place it on the ground etc. However when you go up to the ammo crate and open up via inventory it immediately throws a missing icon texture error. This is where it gets strange. For example if I create an ammo crate containing just one of my custom vests lets say "V_PlateCarrier1_PMC_rgr". When you open the ammo crate it will pop up with an error saying the icon texture "icon_V_PlateCarrier1_PMC_x_rgr" is missing. Note the 'x' in the texture name. This icon texture name with the x does not exist and is not referenced anywhere in my mod :391: Despite the error, the item is listed in the ammo crate but without an icon. Plus when you go to select it, it wont let you wear it. If I try dropping the vest on the ground it doesn't seem to do anything but when you step away from the crate you can see a default textured vest on the ground which you cannot pick up :j: I found if I add default A3 uniforms and vests to my custom ammo crate they work fine and I can equip etc without error. I'm not convinced my custom items are the problem because if you do this via a script within a mission it works fine. So this is only a problem when configuring a pre-defined ammo crate. Before I reported this on the feedback tracker I wanted to check whether anyone else had experienced this or if im supposed to do something different for custom content. -
Issues with config for ammo crate with custom gear
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
No, its raised as a bug and with bi to fix now. If you follow the issue on the feedback tracker you will be notified once it is fixed. -
PG Services - Private Military Company
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Why isnt that surprising. So hiddenselectionsmaterials is a new feature right? I wasnt aware of it before. That will mean I can get rid of some of the edited models. Excellent. Now they just need to add hiddenselections to weapons. -
PG Services - Private Military Company
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah cheers mate. Yeah I can its all embedded. Bugger, if you replaced with a blank flag do you mind sending me your files? -
PG Services - Private Military Company
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah i noticed that too. Well it means the flag patch is using a different texture and hopefully its got its own hiddenselection camo. Will look into it. -
I'm pretty sure that's still just your opinion :D
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Yes, then it comes down to whats more important to most people. Being able to visibly see nv goggles on your head or having the flexibility to wear helmets, glasses and face masks together Theyre not going to break theyre just not going to pick them up if theyre specifically looking for the nvgoggles. That's pretty short sighted if people are doing that anyway since im sure someone at some point will make custom nv goggles. Besides a simple change in config to use isKindOf would resolve that Basically you are saying its not selectable via profile selection. True but that's not really a big deal is it? By using the nv goggles slot it free's up the glasses slot allowing you to choose whatever glasses you prefer in your profile. User missions can of course override all of this. Which is the main use of these mods anyway. Fair enough, everyone here is entitled to a view and you make some valid points but I personally still think nv goggles presents the best option for most scenarios. Again just my view of course and I respect yours :) Well I wouldn't say its not practical. As I mentioned it offers choice. It just means it will be possible to double equip them in two different slots and create weird combinations :D
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Strictly speaking that's not true. It treats them as nv goggles. so even though you arent visibly wearing any, you'll get nv if you press 'N'. There is no perfect solution to this problem. Personally I think the nv goggles slot is the best solution with what we have. Cunico could if he wanted leave the glasses slot version in his config to offer choice but it does mean its doubling up
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PG Services - Private Military Company
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No worries. Thanks for the update. I'm relieved it's not my mod causing the problem :) Well its not what I intended them to be but cool non the less. Glad you got use out of them -
Attaching explosives to a vehicle
Pomi Git replied to NeoArmageddon's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It shouldn't make any difference in terms of finishing this mod. It might make a difference in terms of direction or features. Personally I like to see what other people have done. I might draw influence from it or it might even make me take a whole new direction. It was just an FYI since it wasn't on the BI forum :) -
Hey Cunico. FYI I managed to get Kiory's balaclava working in the NV goggles slot. It was actually fairly simple. Happy to share with you the config code I used.
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Kiory's balaclava Expanded (more textures)
Pomi Git replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have updated to now use nv goggles slot which allows the balaclava to be worn with helmet and goggles. First post updated -
Attaching explosives to a vehicle
Pomi Git replied to NeoArmageddon's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cool, I like it. Also I noticed someone did something similar on armaholics http://www.armaholic.com/forums.php?m=posts&q=23723 -
Fire-Fight Improvement System
Pomi Git replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Had a play with it last night with some rather comedic results. I set up a very basic mission with me going lone wolf with a scoped EBR and an enemy squad patroling a road. I engaged the squad from a hillside. Within moments of the attack, the squad ran around like headless chickens, one of the enemy AI blew himself up with a grenade along with a few of his squad. One guy split off from the rest of his squad and hid behind a building. When I eventually went after him and engaged in a CQB gunfight we injured each other. I went into cover to heal and when I went back to his position I found he had run off. After a short search I eventually saw him running off up into the hills and I picked him off with a single shot from my EBR. All that was missing was the benny hill song :D It was good fun, but echoing some of the comments on here I do wonder how realistic this is as a blanket solution. I feel like maybe you need to be able to set the level of "professionalism" you want the AI squad or even the faction to have. You'd probably expect this kind of behavior from say a bunch of untrained rebels or undisciplined military but would you really expect this from a NATO army, especially a battle hardened or spec ops unit? I see value in this mod and think you've done some great work but I wouldn't want to use it as it is now in all circumstances. Just my initial thoughts anyway, I enjoyed it none the less and will play around with it a bit more -
Fire-Fight Improvement System
Pomi Git replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cheers mate :) How about surrender, say if a groups position is rushed by enemy forces and they're outnumbered? -
Fire-Fight Improvement System
Pomi Git replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This sounds really cool. Will try this tonight